Common Bug Types and How to Report Them
Learn the different categories of bugs you’ll encounter in games and the most effective ways to document them.
Write test cases that actually catch bugs without overwhelming your testers. We’ll show you practical templates, real examples, and techniques that work across different game genres.
Here’s the thing about test cases — they’re not just documentation. They’re your roadmap. They tell testers exactly what to check, what success looks like, and what counts as a failure.
Most teams rush through this part. They’ll write something like “test gameplay” and call it a day. Then wonder why bugs slip through. Or worse, why testers are frustrated because they don’t know what they’re actually supposed to be looking for.
The good news? Writing solid test cases isn’t complicated. It’s just a skill you develop. We’ve helped studios across Canada build testing frameworks that catch real problems without drowning testers in busywork.
A solid test case has five key parts. You don’t need anything fancy — just these elements, clearly laid out.
Something like TC-001 or MENU-005. This makes tracking conversations way easier when a tester reports an issue.
Not “Menu Test” — say “Verify Main Menu Loads on First Launch Without Crashes”.
What needs to be true before the test starts. Fresh install? Specific game settings? Level 5 unlocked?
Numbered. Specific. “Click the Settings button” not “navigate to settings”.
What happens when it works. Frame rate stays above 30fps? Audio plays correctly? The save file appears?
That’s it. Five things. Testers know what they’re doing, you know what they tested, and everyone’s on the same page.
Coverage is about thinking systematically. You want to catch the bugs that matter — not write 500 test cases and have testers ignore half of them.
Start with what players will actually do. Progression paths. Main features. Interactions between systems. Then add edge cases — unusual controller input, rapid button mashing, low battery warnings, network drops.
For a typical mobile game, you’re probably looking at 40-60 core test cases. For something more complex like a multiplayer title? Maybe 80-120. If you’re hitting 200+ test cases, you’re probably duplicating effort or testing things that don’t need individual cases.
Pro tip: Group related tests. Instead of 15 separate test cases for button interactions, create one “Button Responsiveness” test that covers multiple buttons in the same flow.
This guide is educational material based on industry best practices for game testing and quality assurance. Every project, team, and game has unique requirements. What works for one studio might need adjustment for another. We’re sharing approaches that’ve worked — adapt them to fit your specific situation. If you’re building a testing framework for the first time, consider consulting with experienced QA professionals who understand your game’s specific needs.
Here’s how this works in practice. Different game genres need different focus areas.
Test cases focus on win/loss conditions, hint system accuracy, level progression, and undo functionality. You’re not testing combat or inventory — you’re testing logic. Does the puzzle actually have a solution? Can testers complete it the way you intended?
Here you’re testing response times, hit detection, enemy AI behavior, and camera behavior. Test cases include rapid input sequences, edge positions on screen, and frame rate impact on gameplay feel.
Dialog triggering, branching path correctness, save/load state integrity, and cutscene playback are critical. You’re verifying that choices actually matter and that the narrative flows correctly.
You don’t need to overthink this. Start simple. Write 10-15 test cases for your core gameplay loop. Use the five-element structure. Run them with a couple of testers. See what works, what’s confusing, what reveals actual bugs.
Then expand from there. Add test cases for features that came up during testing. Remove ones that nobody uses. Your test case library evolves as your game develops.
The teams we’ve worked with that get this right share one thing in common — they treat test cases as a living document. Not something you write once and forget. You’ll refine them throughout development, and that’s exactly how it should be.
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